Author: mordante
Date: Tue Jun 17 20:49:33 2008
New Revision: 27265
URL: http://svn.gna.org/viewcvs/wesnoth?rev=27265&view=rev
Log:
Update doxygen comment style.
Modified:
trunk/src/pathfind.cpp
trunk/src/pathfind.hpp
Modified: trunk/src/pathfind.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/pathfind.cpp?rev=27265&r1=27264&r2=27265&view=diff
==============================================================================
--- trunk/src/pathfind.cpp (original)
+++ trunk/src/pathfind.cpp Tue Jun 17 20:49:33 2008
@@ -13,8 +13,10 @@
See the COPYING file for more details.
*/
-//! @file pathfind.cpp
-//! Various pathfinding functions and utilities.
+/**
+ * @file pathfind.cpp
+ * Various pathfinding functions and utilities.
+ */
#include "global.hpp"
Modified: trunk/src/pathfind.hpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/pathfind.hpp?rev=27265&r1=27264&r2=27265&view=diff
==============================================================================
--- trunk/src/pathfind.hpp (original)
+++ trunk/src/pathfind.hpp Tue Jun 17 20:49:33 2008
@@ -12,8 +12,10 @@
See the COPYING file for more details.
*/
-//! @file pathfind.hpp
-//!
+/**
+ * @file pathfind.hpp
+ * This module contains various pathfinding functions and utilities.
+ */
#ifndef PATHFIND_H_INCLUDED
#define PATHFIND_H_INCLUDED
@@ -33,9 +35,8 @@
#include <vector>
#include <functional>
-// This module contains various pathfinding functions and utilities.
-//! A convenient type for storing a list of tiles adjacent to a certain tile.
+/** A convenient type for storing a list of tiles adjacent to a certain tile.
*/
typedef util::array<gamemap::location,6> adjacent_tiles_array;
class xy_pred : public std::unary_function<gamemap::location const&, bool>
@@ -46,27 +47,29 @@
virtual ~xy_pred() {}
};
-//! Function which, given a location, will find all tiles within 'radius' of
that tile
+/** Function which, given a location, will find all tiles within 'radius' of
that tile */
void get_tiles_radius(const gamemap::location& a, size_t radius,
std::set<gamemap::location>& res);
-//! Function which, given a set of locations, will find all tiles within
'radius' of those tiles
+/** Function which, given a set of locations, will find all tiles within
'radius' of those tiles */
void get_tiles_radius(const gamemap& map, const
std::vector<gamemap::location>& locs, size_t radius,
std::set<gamemap::location>& res,
xy_pred *pred=NULL);
enum VACANT_TILE_TYPE { VACANT_CASTLE, VACANT_ANY };
-//! Function which will find a location on the board that is
-//! as near to loc as possible, but which is unoccupied by any units.
-//! If terrain is not 0, then the location found must be of the given terrain
type,
-//! and must have a path of that terrain type to loc.
-//! If no valid location can be found, it will return a null location.
+/**
+ * Function which will find a location on the board that is
+ * as near to loc as possible, but which is unoccupied by any units.
+ * If terrain is not 0, then the location found must be of the given terrain
type,
+ * and must have a path of that terrain type to loc.
+ * If no valid location can be found, it will return a null location.
+ */
gamemap::location find_vacant_tile(const gamemap& map,
const unit_map& un,
const gamemap::location& loc,
VACANT_TILE_TYPE vacancy=VACANT_ANY);
-//! Function which determines if a given location is in an enemy zone of
control.
+/** Function which determines if a given location is in an enemy zone of
control. */
bool enemy_zoc(gamemap const &map,
unit_map const &units,
std::vector<team> const &teams, gamemap::location const &loc,
@@ -79,8 +82,10 @@
inline double getNoPathValue(void) const { return (42424242.0); }
};
-//! Object which contains all the possible locations a unit can move to,
-//! with associated best routes to those locations.
+/**
+ * Object which contains all the possible locations a unit can move to,
+ * with associated best routes to those locations.
+ */
struct paths
{
paths() : routes() {}
@@ -100,7 +105,7 @@
const team &viewing_team,int additional_turns = 0,
bool see_all = false, bool ignore_units = false);
- //! Structure which holds a single route between one location and
another.
+ /** Structure which holds a single route between one location and
another. */
struct route
{
route() : steps(), move_left(0), waypoints() {}
@@ -129,10 +134,12 @@
const size_t parWidth, const size_t parHeight,
std::set<gamemap::location> const *teleports =
NULL);
-//! Function which, given a unit and a route the unit can move on,
-//! will return the number of turns it will take the unit to traverse the
route.
-//! adds "turn waypoints" to rt.turn_waypoints.
-//! Note that "end of path" is also added.
+/**
+ * Function which, given a unit and a route the unit can move on,
+ * will return the number of turns it will take the unit to traverse the route.
+ * adds "turn waypoints" to rt.turn_waypoints.
+ * Note that "end of path" is also added.
+ */
int route_turns_to_complete(const unit& u, paths::route& rt, const team
&viewing_team,
const unit_map& units,
const std::vector<team>& teams, const gamemap& map);
@@ -155,8 +162,10 @@
bool const ignore_defense_;
};
-//! Function which only uses terrain, ignoring shroud, enemies, etc.
-//! Required by move_unit_fake if the normal path fails.
+/**
+ * Function which only uses terrain, ignoring shroud, enemies, etc.
+ * Required by move_unit_fake if the normal path fails.
+ */
struct emergency_path_calculator : cost_calculator
{
emergency_path_calculator(const unit& u, const gamemap& map);
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